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Better quality in healthcare through gamified simulation based skill - - PowerPoint PPT Presentation

Oral presentation Better quality in healthcare through gamified simulation based skill training application Weronika Tancredi (Chalmers University of Technology) Mikael Wintell (Vstra Gtalandsregionen) Lars Lindskld (Vstra


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Oral presentation

Better quality in healthcare through gamified simulation based skill training application

Weronika Tancredi (Chalmers University of Technology) Mikael Wintell (Västra Götalandsregionen) Lars Lindsköld (Västra Götalandsregionen) 30 August 2011, Oslo

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I will I will follow follow Introduction Introduction

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Introduction

Theory Method Results Discussion and Conclusions

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Introduction

Abdominal aortic aneurysm (AAA)

Each year 1000 events of death in Sweden. Since 2008 all men, at the age of 65 in VGR are offered screening for AAA.

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Introduction

Wide aorta Normal aorta Irregular walls of aorta Regular walls of aorta Plaque, snaky (serpentine)

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Introduction

Wide aorta Normal aorta Irregular walls of aorta Regular walls of aorta Plaque, snaky (serpentine)

Hard to measure Easy to measure

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The purpose

Explore if a gamified simulation based

  • nline training application could be a viable

and acceptable solution helping the screening personnel to train measuring the abdominal aortic diameter in ultrasound images.

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The goal

to design a usable skill training application (Aortaspelet) helping the screening personnel to measure abdominal aortic diameter in ultrasound images with better precision.

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Introduction

Theory

Method Results Discussion and Conclusions

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Theory

  • User centered design
  • Educational theories
  • Behaviourism
  • Information processing
  • Constructivism

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Introduction Theory

Method

Results Discussion and Conclusions

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Method

The Goal Directed Design process

  • Research
  • Modeling
  • Requirements Definition
  • Framework Definition
  • Refinement

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Method: Research

  • Interviews with

stakeholders

  • Field study

– Observation of the personnel – Interviews with the personnel and questionnaires about learning of work practice

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Method: Modeling

  • Persona
  • Workflow model

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Method: Requirements Definition

  • Persona's expectations
  • Context scenarios

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Method: Framework Definition

  • Form
  • Elements
  • Operations on

elements

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Method: Refinement

Evaluation methods applied in this design process

  • Heuristic evaluation
  • Testing paper prototypes with end users
  • Cognitive walkthrough
  • Usability testing of an interactive

prototype

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Introduction Theory Methods

Results

Discussion and Conclusions

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Results: Research

Results of the interviews with three stakeholders

  • requirements of stakeholders:
  • Skill training twice a year
  • Continuous quality improvement and control

for experienced personnel

  • Comparison with others

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Results: Research

Results of the observation of and interviews with personnel:

  • characteristics of the personnel
  • details about their work

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Results: Modeling

Persona – a textual portrait representing users with

similar behaviour, attitudes, aptitudes, goals and motivations

Persona Erica is a 45 years old Biomedical Analyst (BMA) that:

  • is confident of handling ultrasound machine
  • always works together with a colleague
  • ....

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Results: Requirements Definition

Persona's expectations

  • training application should be similar to an

ultrasound machine

  • to rewind the sequence back and forth
  • to get feedback on the angle of measurement

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Results: Refinement

Results of usability testing of interactive prototype

  • Usability goal 1: (HELP markers) no one

should need help

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Results: Refinement

Results of usability testing of interactive prototype

  • Usability goal 1: (HELP markers) no one

should need help

– What are HELP markers?

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Results: Refinement

Number of times test participants needed help by task

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Results: Refinement

Results of usability testing of interactive prototype

  • Usability goal 2: (Satisfaction scores) to
  • btain 90 of 100 System Usability Scale

scores

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Results: Refinement

Results of usability testing of interactive prototype

  • Usability goal 2: (Satisfaction scores) to
  • btain 90 of 100 System Usability Scale

scores

  • Test 1: 55 scores
  • Test 2: 59 scores

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Introduction Theory Methods Results

Discussion and Conclusions

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Discussion

  • Involvement of end-users was valuable
  • There is a lack of game based on line skill training

applications

  • Scenarios helped me as a designer to picture and

imagine different design solutions

  • Playing the game is still problematic

– Watching the sequence and handling the slider

at the same time is hard

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Conclusion

  • Prototype of Aortaspelet isn't fully usable yet
  • Material collected during the usability evaluation can

be used in the next design iteration and lead to more usable design

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h<p://vgregionen.com/aortaspel ¡ ¡

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Thank you for listening!

Questions?

weronika@chalmers.se

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